This is an NPC alias for the green beasts
The tiny Xeno whirls about, fright and confusion clearly written on its ugly, snouted face.
"I smell humiez!
D'ya think da bosses play wit' one of da slavzz?"
It's two compratiots cackle and continue stuffing goods into their overflowing trousers.
"Whatev' Snoutzogg, he ain' comin' fer us anytime soon..."
The on sniffing approaches the door,calling over his shoulder.
"Gonna close da door. If da boss is zogging, better he no seein' uz lootin' da hummie stuff."
This is an NPC alias for the green beasts
Listen to the woman Thud...: 1d100 ⇒ 36
The pesky gretchin does indeed side-step the mighty swing of the rage-foaming Ogre.
With a really annoying, squeaky voice that does sound as if its owner is not too confident, it shouts over its shoulder:
"Boss, da hummiez 've a big'gy!"
This is an NPC alias for the green beasts
Ork parry: 1d100 ⇒ 39
The Ork meets the lethal stab of the Sergeant with his bristling knife, blocking the thrust with a crash of metal on metal. Sparks fly as the chainsword tries and fails to eat through the obstacle!
"Oi-Oi-Oi, found'a pinky wiff da fightin' spirit!
Zogg off, Bomba, 'eese are all mine!"

This is an NPC alias for the green beasts
The Orkjelly laughs at Simmins salvo.
"Wuharhar, ftat ai't work fer..."
*SPLATZOOOOM!!!!*
The deeply embedded earthshaker round goes off violently and only the fact that it is surrounded by so much jelly keeps its deadly shrapnels from showering Thud'dr, Cormaeg, Notch and Krish.
Instead, all of its force is used up to annihilate the Orkjelly from within.
Matter flies in every direction and the detonation leaves a one meter deep crater-sea filled with gore and jelly.
The upper part of the creature is ripped into several pieces of varying size flying in all directions, some smaller than an a fist, others (six in number) still the size of a backpack.
They stick to walls, car wreckages or fall down on the street with a sickening splat.
After a second they start to move.
In a most disgusting manner, not too unlike a worm or slug and without a clear direction, one each approaches Thud'dr and Krish, others are snaking around further back, not directly approaching.
Ah, there goes much of this fun encounter :-)
It would have been fun to see how you solved it with so many melee guys in the squad ^^
This is an NPC alias for the green beasts
As Monias powers backlash (hard) the Ork-Jelly is laughing violently, causing its body to wobble heavily.
2d100 ⇒ (91, 89) = 180
Then, Krish silences him with a powerful psychic attack.
Its head rotates for 630° and comes to rest, looking directly at the offending psyker.
"YA GROTZLIN!
SLIMOK GONNA HUG YOU GUD!"
Squad up.

This is an NPC alias for the green beasts
@Choon: You signed for the job of Commander, didn't ya? :-)
The return fire intensifies as more and more imperial weaponry is brought to bear on the tower and the forward elements get closer.
The two towers guarding the gate now fire at you as well as a myriad sources of small arms fire from the two trenches causing an alarming amount of ping and ziing sounds as they ricochet off the thick armor plates of your tanks.
But the real critters are those massive guns build into the three towers!
Ork Target Selection on a Whim: 6d10 ⇒ (3, 1, 7, 1, 5, 10) = 27
Ork Targeting: 12d100 ⇒ (13, 76, 75, 97, 23, 65, 55, 61, 67, 75, 72, 36) = 715
The frightful rocket launcher atop the main tower sends a never ending stream of rockets into the rear elements of the formations, causing havoc amongs the rearguard of Chimeras and Alerian tanks. Tank commands will hear several damage reports and can figure out that a Leman Russ has been disabled and two Chimeras totally destroyed by the long salvo.
Not that you have too much time to worry about others, as the massive kannons of the tower now track Requiem and Dies Irae.
Despite the neck-breaking evasive maneuvers Asbjörn shows off, he cannot escape every single one of the massive explosive shells that they lob at you. Eventually, one of the shells hit home - but somehow Asbjörn still manages to turn the front armour towards the attack, which likely saved everyones bacon.
Still, the force of the impact is horrible and throws your tank of course and back a couple of meters, as if a giant kicked Requiem like a plaything. The armor holds together, but some orange warning indicators warn you from taking much more punishment like that.
Everyone on board of Requiem has to pass a Toughness +10 test or be stunned for 1d3 rounds.
The remainder of the return fire is sun-blocking in volume ... but utterly off-target and easy enough to evade for the targeted tanks...

This is an NPC alias for the green beasts
Dakka-Targets?: 4d10 ⇒ (2, 5, 6, 7) = 20
As the attackers reload and scatter, the Orks somehow keep up their insane rate of fire!
Rockets, solid shells, energy beams, suicide gretchins - they throw everything they got in your average direction (although the latter are so packed with explosives and thus slow that they have no hope in reaching you before being blown to bits).
Rolls of fate!: 8d100 ⇒ (96, 79, 39, 59, 20, 67, 79, 32) = 471
Another series of rockets pass overhead Invictus and requiem ... only to hit the Majors Hammer ... but no explosions happen.
The Ork loaders must have forgotten to prime them, or all 10 detonators were damaged. The Majors voice goes missing from the Command link for a few seconds following this incredible lucky happenstance (to be replaced with a sermon from Barthomolew "Flamewall", drowning the net with a prayer to the Emperors protection).
A massive artillery-sized explosive shells lands in the midst of four Chimera transporters and shreds the weaker side armor of two of them, leaving a massive crater in the middle of the road. One has to be evacuated as something inside catches fire.
The fearsome green Blitzz energy weapon tries to target Salvus, but the erratic moves of Felix ensures that the Ork gunners miss them by a fair margin.
Squad up. First tripple round.

This is an NPC alias for the green beasts
Having just taken out one of the two targets with a combined salvo, the trio of Imperial tanks scatter around the second target, trying to evade its furious charge until their weapons are reloaded and recharged!
Most pressed of all is Savlus - and by extension Felix.
It is her task to swing the Leman Russ out of the path of the mad trukk on a direct collision course - while spraying Requiem with a stream of fist-sized solid projectiles.
Me dakka to da left! (Requiem): 1d100 ⇒ 76 Requiem Evade: 1d100 ⇒ 23
Me ram da Hummie!: 1d100 ⇒ 9 vs U no ram me!: 1d100 ⇒ 84
Oh-Oh...
2d5 + 1 ⇒ (1, 2) + 1 = 4
While the Ork gunners continue to amaze with their ability to miss a massive target at close range with automatic weapons, their driver has guessed the direction of Salvus' evasive maneuver correctly and has adjusted the course accordingly ...
The force of the ensuing crash is so massive, you can actually feel it through the thick armour plate of your tanks.
Salvus locator beacon (as well as the open vox link) goes dark and everyone with a more or less clear sight can see a horrible mess that were two intertwined, battle-ready (as far as that ork junk can be called battle-ready) vehicles just a few seconds before.
The ork trukk misses at least one of its turrets (it lies twenty meters behind the impact point, having simply fallen off due to the force of the impact. Smoke fills the air above the crashpoint and debris is everywhere within a dozen meters of it.
Squad up, round 3.
Trukk cannot evade at its current state (so you only have to hit it) and is considered unaware (+30).

This is an NPC alias for the green beasts
BBBROOOORRROAAAARGHHHH!
With a massive sound which drowns out everything else, even the close-by thundering of battle cannons, the left trukk is suddenly lurches forward ...
... on a direct collision course with 1d3 ⇒ 1 Salvus!
Its weapon mounts swing around wildly, firing at the three tanks with a stream of small rokkitz, large caliber shells and bright-green, the latter falling short several meters.
Rokkitz vs Invictus 29+0+15+30+20-20: 1d100 ⇒ 71 Bare success
Invictus evade 68-10: 1d100 ⇒ 52 Bare Success as well! That makes it a draw!
Noticing the impending attack almost too late, Bekka swings around the noble tank in a wide evasive maneuver that succeeds in evading most of the attack.
All but the last of the rocket-swarm hisses past and explodes harmlessly behind the tank ... but the last rocket clips Psi's turret and detonates.
Despite the shock about the narrowness of things (and a fist size dent in the turret) Invictus remains unharmed. A couple points of structural integrity damage but nothing troublesome.
Heavy Calibre Burst vs Requiem 29-10+15+20+30-20: 1d100 ⇒ 81
Requiem evade 65-10: 1d100 ⇒ 80
... the notorious lack of accuracy continues to amaze, as a long stream of puffing ground races past the lead vehicle of your semi squadron.
Even over a distance of less than 100 meter, against a target the size of a small hab ... this ork actually managed to miss a salvo of at least a dozen shots!
Players turn.
Trukk on collision course and WAY TOO FAST for comfort.
Distance 50m decreasing rapidly.
Evasion: [65] for everyone but Salvus, they attack against [35]

This is an NPC alias for the green beasts
The big Ork takes a hit from Aurius Hellgun.
Then he is drowned by two overlapping fields of flames.
And then takes a direct hit from Pete's Wrath at nearly point blank range.
A hit that would have sliced open a Chimera, incinerating all pessangers.
... Did I mention that the damage system is broken?
But rather than dying, leaving nothing but quickly distributing ash, the Ork simply stops his charge, turning in the direction of the melta beam.
You see him fumbling around with something upon his head, then he bellows:
"Oh, ter'ya hummi.
Yer Dakka burns like da 'nistration from da Painboyz.
Ye love pain?
'ERE TAKE SUM!"
Then the Ork charges streight at the Commissar!
There's no denying, this one is able to see you clearly and he is only three or four steps away from you, lifting an axe-like cleaver (one-handed!) that is probably heavier than you, which edge bristles with crackling lighning...
WAAAAAGH!!!: 1d100 ⇒ 62
The trust is sluggish, but the wide arc dangerous enough, to force you to a desperate dodge!
Meanwhile, the Orks from the right flank continue their charge, finally reaching the earthern obstacle MacVyger provided, trying to jump over the hift-height obstacle in full charge...2d100 ⇒ (29, 22) = 51 ... succeeding (probably to their own surprise), causing them to land between Headache and Liam!
This is an NPC alias for the green beasts
Orkboy Toughness 44+0: 1d100 ⇒ 78
Orkboy Awareness 37: 1d100 ⇒ 66
The Ork Aurius downed, was just getting up again, when Lind follows up with two well-placed shots from his hellpistol through the chest of the Ork.
The pain causes the Ork to tobble over again, screaming profanities as it does so.
"Arghlll, Snogglingfartingbastard!
We'a ou?!
Me kill ya, rippin out da pinky-snakes off yer chest!"
This is an NPC alias for the green beasts
One of the Commandos (once) engaged with Anatoly, now hits smoke - obviously thinking that the eenginseer is still there.
The other takes a wild swing at 'Headache'...
Ork Charge 37+30: 1d100 ⇒ 74
... but it goes wide!
The other two on the right side continue their charge, one goes down after suffering a severe leg shot from the Storm Trooper, the other continues until getting caught in the blizzard from Liams hard-wired lasgun.
Opening up the wounds from the multilaser, the Ork is finnaly put down - only one step in front of Margret.
Putting up your goggles, you detect two weak heat-signatures at the very edge of the smoke-screen on your right flank. The others are probably still too deep inside to be picked up.
new group is marked red.
Group free to act, NPC post will come tomorrow I guess.
This is an NPC alias for the green beasts
Orkboy Agility 37+0: 2d100 ⇒ (21, 59) = 80
Orkboy Agility or burn? 37+0: 1d100 ⇒ 34
The fiery burst catches one of the Kommandos on the false foot, burning away some of his purple coloring but otherwise the Ork remains mostly ignorant to the damage, waving away the flaming-sticky promethium from his thick hide.
The other Ork jumps out of the area of the flames with another quick step.
This is an NPC alias for the green beasts
The two groups of Orks you can see, continue their quick rush towards the scattered squad,
closing the gap way to quickly for your liking.
The first two already charge at Anatoly, clubbing down at him with their sharpened choppers.
Ork Charge 37+10+20: 2d100 ⇒ (7, 55) = 62
Both swings are life-threatening and Anatoly is hard pressed to keep his head on his shoulders.
Chopping!: 2d10 + 1 + 4 + 1 ⇒ (3, 2) + 1 + 4 + 1 = 11, Pen:2, Tearing (sub DoS for dmg -> 13, Pen 2)
Chopping!: 2d10 + 1 + 4 + 1 ⇒ (4, 3) + 1 + 4 + 1 = 13, Pen:2, Tearing (10, Pen 2)
Two more Kommandos emerge out of the dust and smoke to the front-right of the Chimera in full sprint. One has
bundle of grenades in his hands, the other wields a giant axe-like Chopper. They will be on you in moments!
@Lind: They are PB-range for you and the first attack will be made against unaware targets, since they
didn't see you - yet.

This is an NPC alias for the green beasts
Just as the Commissar emerges down the rear ramp of the Chimera, walking over to an uneven hollow, an unnatural loud and deep voice bellows from within the wreckage carrying over to the dismounting squad with ease - even over the rumbling sound of the chimera.
"Hummiez in 'da trap!
Im da cunninz Nob in da mob.
Im Okk Trappa!
Hummiez in me trap!
Get 'em cunnin-boyz!"
At a dozen places around the wreckage, purple-painted Orks jump up from behind various debris they used for cover.
With their wild warcry they rush at you, swinging various bladed weapons over their heads. Cursing you note that they are less than two dozen steps from you - even closer for Anatoly who has taken lead with his auspex.
For a short second you notice a big Ork emerging from the ripped-open side of the wreckage, hitting a big red button mounted in the middle of his solid armor... then the ground shakes violently from the force of several close by subterranean detonations than causes ever one to search for their footing. Thick black smoke and dust billows up, hiding the big Ork again as well as half of the onrushing Orks from sight.
Everyone not strapped to a seat: Test agility+0 or fall prone. If failing by more than 2 DoF, you will be stunned for one round and loose any held weapon (half action to fetch it up again).
This is an NPC alias for the green beasts
Even after getting hit by such a massive amount of firepower, the Ork remains (mostly) upright, even taking a couple of steps towards the guardsmen - to their visual horror - firing his weapon at the new threat practically at point blank range ...
43+30+10-10+10=83: 1d100 ⇒ 49
This time, there is no denying that the salvo finds targets ... or better: victims.
You see at least four of their number going down under full-auto attacks of the monstrous weapon, the rest scramble for cover behind the thick armor of the chimera.
Well he got a new target. Everyone pinned, gets a +30 on the test.
Squad up.
This is an NPC alias for the green beasts
"Jhaa kids need moar DAKKA! to 'nish Dakkadan off!
'Ere take sum of dad, ya kitzz!"
The low gothic of the creature pains your ears, but not so much as the continued DAKK-DAKK-DAKK-DAKK of its monstrous weapon.
This time, the Ork targets the still standing Liam with his long fully automatic salvo:
43+10+10-10: 1d100 ⇒ 75
But again, the Ork manages to miss his indented target by a couple of meters.
Nevertheless, the sound and passing-by of fist-sized solid projectiles at ridiculous speed is enough to chill the bone of most man, and the medic feels the primal urge to get into as solid cover as possible as fast as possible...
@Liam: Pinning+0 test for you as well.
@Lind, Anatoly: The fire passes overhead you, so you'll count as 'under fire' for the time being.
@Bolus: The switch of target, brings you out of the danger zone for now, so your test to recover from pinning receives a +30.
This is an NPC alias for the green beasts
The small orkoids are running towards you at their top speed - but their tiny feet do not carry them as fast as a full-human-sized opponent would close in on you.
It will probably take them 12 seconds to close in on you.
"WAAAAGH!"
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